I'd say HackMaster! Not an exact fit but I think you'll find it close
Six stats - random roll preferably Str, Int, Wis, Dex, Con & Char (notice the 1st edition influence) HackMaster has the classic Six plus Looks, so 7 stats and Randomly rolled!
Non linear experience tables - the idea of 1st edition balance was unequal leveling, I like it.There is only one experience chart, all characters use the same but the classes are designed for it.
NO FEATS!!! - Power creep and power gaming are something I abhor. No FEATS, See below about comments on "Power Gaming"
No THAC0, I admit, 3.X spoiled me on the linear combat all adds charts Combat is opposed Die Rolls which keeps everyone interested and involved in combat.
Ability linked Saving Throws, another thing 3.X got right. Most saves are Opposed die rolls with the GM. Player rolls 1d20 and adds the relevant Stat vs GM 1d20 plus whatever modifier
Skills instead of special abilities - mostly for things like tracking and thieves' skills. Lots of skills. Anyone can take any skill but some characters get bonuses when learning/using some skills
Vancian Magic - if possible.Hybrid of Vancian plus spell points for Mages. Clerics use straight Vanican, but each religion's clerics is very different
Clerics that heal, Mages that throw spells, and Fighters that hit things with weapons.Each character class has a well defined specialty, not all Clerics are "Healbots" but there is one Cleric type that is nothing but that, if that's what you want to play.
No "salad bar" multi-classing. (3.X blew it big time with this (IMO))The "Multiclass" character classes are more of a Hybrid class and there are only a few of them, F/M, F/Th, M/Th
No magic items required. - While it was nearly impossible to play 1st and 2nd editions without magic items, it could be done, 3rd started skewing with treasure by level charts and 4th just lost it's mind completely with the walking Christmas tree assortment. (This doesn't mean I won't be using magic items, they just aren't going to be readily available - no Wal-Magics)
In HM "Quality Items" exist, but are rare, that give bonuses but normally, like in the case of weapons, anything of +5 or lower is just a Quality, but non-Magic item. True Magic only kicks in for +6 or higher.
The BEST Part is that the basic, i.e. entry game, for HackMaster is HackMaster Basic and is Totally FREE! Download it and see how you like it. For new GMs and/or players I'd recommend starting out with HMb(HackMaster Basic).
Free HackMaster Basic download (PDF):
http://www.kenzerco.com/free_files/hackmaster_basic_free_.pdf
Then there are the "Advanced HackMaster" books that are in the process of coming out. So far the HackMaster Players Handbook and Hacklopedia of Beasts are out.
To get an idea of what HackMaster is like, the best thing would be to read the Forward and Introduction from the HackMaster Player's Handbook
Foward: http://www.kenzerco.com/hackmaster/foreword.html
Introduction: http://www.kenzerco.com/hackmaster/introduction.html
HackMaster main page: http://www.kenzerco.com/index.php?cPath=25_94_100
And there are some Free Adventures for it that you can download that you can find from the Kenzer&Co site
For any questions you can come on over to the K&Co forums at;
http://www.kenzerco.com/forums/forum.php
Six stats - random roll preferably Str, Int, Wis, Dex, Con & Char (notice the 1st edition influence) HackMaster has the classic Six plus Looks, so 7 stats and Randomly rolled!
Non linear experience tables - the idea of 1st edition balance was unequal leveling, I like it.There is only one experience chart, all characters use the same but the classes are designed for it.
NO FEATS!!! - Power creep and power gaming are something I abhor. No FEATS, See below about comments on "Power Gaming"
No THAC0, I admit, 3.X spoiled me on the linear combat all adds charts Combat is opposed Die Rolls which keeps everyone interested and involved in combat.
Ability linked Saving Throws, another thing 3.X got right. Most saves are Opposed die rolls with the GM. Player rolls 1d20 and adds the relevant Stat vs GM 1d20 plus whatever modifier
Skills instead of special abilities - mostly for things like tracking and thieves' skills. Lots of skills. Anyone can take any skill but some characters get bonuses when learning/using some skills
Vancian Magic - if possible.Hybrid of Vancian plus spell points for Mages. Clerics use straight Vanican, but each religion's clerics is very different
Clerics that heal, Mages that throw spells, and Fighters that hit things with weapons.Each character class has a well defined specialty, not all Clerics are "Healbots" but there is one Cleric type that is nothing but that, if that's what you want to play.
No "salad bar" multi-classing. (3.X blew it big time with this (IMO))The "Multiclass" character classes are more of a Hybrid class and there are only a few of them, F/M, F/Th, M/Th
No magic items required. - While it was nearly impossible to play 1st and 2nd editions without magic items, it could be done, 3rd started skewing with treasure by level charts and 4th just lost it's mind completely with the walking Christmas tree assortment. (This doesn't mean I won't be using magic items, they just aren't going to be readily available - no Wal-Magics)
In HM "Quality Items" exist, but are rare, that give bonuses but normally, like in the case of weapons, anything of +5 or lower is just a Quality, but non-Magic item. True Magic only kicks in for +6 or higher.
The BEST Part is that the basic, i.e. entry game, for HackMaster is HackMaster Basic and is Totally FREE! Download it and see how you like it. For new GMs and/or players I'd recommend starting out with HMb(HackMaster Basic).
Free HackMaster Basic download (PDF):
http://www.kenzerco.com/free_files/hackmaster_basic_free_.pdf
Then there are the "Advanced HackMaster" books that are in the process of coming out. So far the HackMaster Players Handbook and Hacklopedia of Beasts are out.
To get an idea of what HackMaster is like, the best thing would be to read the Forward and Introduction from the HackMaster Player's Handbook
Foward: http://www.kenzerco.com/hackmaster/foreword.html
Introduction: http://www.kenzerco.com/hackmaster/introduction.html
HackMaster main page: http://www.kenzerco.com/index.php?cPath=25_94_100
And there are some Free Adventures for it that you can download that you can find from the Kenzer&Co site
For any questions you can come on over to the K&Co forums at;
http://www.kenzerco.com/forums/forum.php